Wizard
Base Class: Wizard

Not every magic artisan solely relies on magic to get their job done. These scholars of knowledge and lore are known as a Magus. Magus' spend equal time poring over old tomes and scrolls as they do practicing the art of the blade. Becoming combat masters without equal. As they grow in skill and in power, Magus' unlock more powerful forms of magic that allow them to further blend their talents together. At the pinnacle of their craft, the Magus becomes a whirlwind of steel and magic. A threat that few would willingly stand against.

Combat Savant

At 2nd level you gain the light armor proficiency, and proficiency in a weapon of your choice. You may choose from the schools of abjuration, enchantment, or evocation to allow you to copy spells at half gp cost and half of copy time. This also allows the player to use their intelligence modifier instead of their strengths modifier for their attack and damage modifier

Arcane Strike

At 2nd level, the player may use a free action to enhance an equipped weapon with arcane energy. By Spending one Spell slot, the player adds 1d4 of force damage for every level the spell is cast at.  The damage dice for Arcane Strike increases to 1d6 at 8th level, and to 1d8 at 14th level. Damage doubles on a natural 20.

Arcane Infusion

At 6™ level the Magus has honed their craft to be able to infuse spells into their blade, the Magus may use a bonus action to infuse one single target spell into
their weapon that activates on the next damage dealt by that weapon.. At 10" level as an action, you may infuse a spell into you armor that activates when you take damage from an enemy
within 5ft, inflicting the spells affect to the attacker, if this spell has a radial effect that you are in you must make a concentration check equal to 8 + the spells level
on a failed save you  take halve the damage. Duration 1 hour.

Extra Attack

At 6" level player gains an additional attack.

Rebuking Strike

At 10th level, Player may add Arcane Strike on an Attack of Opportunity.

Master Magus

At 14" level your weapon and spells gain an enhanced critical range of 19 -20. if your weapon has lower crit range than 20 , the crit range of the weapon is
increased by 1. At 18th level, our weapon and spells gain an enhanced critical range of 18 -20. if your weapon has lower crit range than 20 , the crit range of the weapon is
increased by 2. This ability does not affect spells infused in the weapon.

Previous Versions

Name Date Modified Views Adds Version Actions
8/18/2023 3:34:10 AM
17
2
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes